NEW YORK — November 12, 2013 — Paradox Interactive, a publisher of games you must be this tall to play, today announced a new “Free Admission Edition” of Dungeonland, the co-op action game where eager heroes are lured into a theme park to their horrible and hilarious deaths. Available today, the Free Admission Edition will allow naďve players everywhere to experience a sample of Dungeonland’s cruelty and die to their hearts’ content in the park’s free areas with up to three players – plus a fourth player as the park’s devious and handsome Dungeon Maestro. The visitors to the amusement park will as of today also be able to earn Steam Trading Cards, to send home to grievi... uh, grateful family members.
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NEW YORK — May 21, 2013 — Paradox Interactive, a publisher of games and a divider by zero, today released a mind-blowing content update for Dungeonland, the mostly-co-op action title from Critical Studio, including a new achievement-style Star System, Infinite Dungeon mode—a never-ending level that challenges visitors to keep fighting and looting until they die. Dungeonland is also now available on Mac, and the system requirements can be found on our forum: http://pdxint.at/14swuo0

Take a look at the new Dungeonland features featured in a not-feature-length trailer, featured here:

Join Dungeonland developers Critical Studio as they partner up with Paradox Interactive and participate in a streaming event today May 21st at 7 p.m. GMT (8 p.m. BST/ 9 p.m. CEST/11 a.m. PDT) to showcase the new Infinite Dungeon. Admission to the stream is free, and there are no height requirements or liability waivers to sign, just head over to the official Paradox Interactive channel on TwitchTV at www.twitch.tv/paradoxinteractive.
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My name is Gabriel and I am one of the six artists here at Critical Studio. My job is to bring all characters and assets of the game to life: modelling, rigging and animation.

I had to take a break from working on our Minocow (a minotaur cow, of course) to write this Development Diary, and I really need to get her walking around and kicking some heroic asses in Dungeonland! With that said, I’ll try to keep this fast and simple:

Hello there! My name is Mark and I’m responsible for game design at Critical Studio. This is the first development diary for our game, so I wanted to take the opportunity to tell you a bit about our journey so far, our goals and the design pillars of Dungeonland (a.k.a. The Co-op Sheep Killing Simulator).

When we sat down to think about what would be our first big game project, we had no bosses telling us what to do, no investors asking us questions about monetization and no marketing gurus instructing us about the latest trends. We wanted to do something we were passionate about. And we all love killing monsters with spells and medieval weaponry. We all had fond memories of taking our parties down to the Underdark, of that echoing guitar chord when we first stepped in Tristram, of not knowing what dangers would await us in the dark. So a dungeon crawler it was.